- movesprite_ex refactoring, part 2

This commit is contained in:
Christoph Oelckers 2022-09-13 20:03:38 +02:00
parent 5dedce047a
commit 4b184c6d43

View file

@ -2472,8 +2472,8 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
if (numplayers == 1)
{
Collision coll;
int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
movesprite_ex(victim, bcos(ang, -8), bsin(ang, -8), victim->int_zvel(), CLIPMASK0, coll);
DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang;
movesprite_ex(victim, DVector3(ang.ToVector() * 4, victim->vel.Z), CLIPMASK0, coll);
}
}
else
@ -2532,8 +2532,8 @@ void onBoatHit(int snum, DDukeActor* victim)
if (numplayers == 1)
{
Collision coll;
int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
movesprite_ex(victim, bcos(ang, -9), bsin(ang, -9), victim->int_zvel(), CLIPMASK0, coll);
DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang;
movesprite_ex(victim, DVector3(ang.ToVector() * 2, victim->vel.Z), CLIPMASK0, coll);
}
}
else